Author Topic: Zarmina  (Read 37928 times)

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Offline shmibs

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Re: Zarmina
« Reply #30 on: June 27, 2012, 09:39:38 am »
i tried that already, and it didn't work. it complains about actions.lua not being found, despite it being there.

Offline Juju

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Re: Zarmina
« Reply #31 on: June 27, 2012, 09:55:09 am »
Odd, it worked fine on my Mac. o.o

I blame Windows.

EDIT: fixed in latest commit.
« Last Edit: June 27, 2012, 10:10:14 am by Juju »

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Offline hellninjas

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Re: Zarmina
« Reply #32 on: June 27, 2012, 10:02:19 am »
Sadly all it give me is "Love.exe has stopped working" D:

Offline DJ Omnimaga

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Re: Zarmina
« Reply #33 on: June 29, 2012, 03:02:45 am »
Ok I tried it, and glad to see some more progres. Hopefully you have more tiles and stuff like NPCs soon though. Also walking collision detection is still kinda off (one pixel away from walls below you and too far into walls above you, like about 14 pixels too far in.

Offline Juju

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Re: Zarmina
« Reply #34 on: November 05, 2012, 09:54:19 pm »
Project isn't dead. I decided to rewrite it in C#/XNA/Monogame and will be a full-fledged indie game like Minecraft or whatever game there is on Steam. And the goal will be indeed something that will be put on Steam. There is a dev blog on http://blog.juju2143.ca, follow it and this thread for the latest updates.

EDIT: Considering just plain C?
« Last Edit: November 07, 2012, 12:17:26 pm by Juju »

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Re: Zarmina
« Reply #35 on: November 07, 2012, 08:37:49 pm »
Just make sure that you don't fall into that endless spiral of project rewrites that decimates projects every year. X.x Make sure to make up your mind after a while, unlike many people did.

That said I'm glad this is still alive. By the way, if it's XNA, will you make it available on Xbox Live marketplace?

Offline Juju

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Re: Zarmina
« Reply #36 on: November 07, 2012, 08:48:58 pm »
Yeah that was kinda the point of making it in XNA so I can port it to Xbox 360. Plus I think it would be kinda better in either C# or C.

Now planning stage, searching artists, musicians, etc. while I make up my mind on which language is better and trying to find some nice ideas. You can help too!

And I think I have an outline of the prologue on paper, I should write it on computer and extend it.

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Re: Zarmina
« Reply #37 on: November 07, 2012, 09:23:56 pm »
XNA supports C?

Offline Juju

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Re: Zarmina
« Reply #38 on: November 07, 2012, 09:39:25 pm »
No, you must use C# with XNA. Otherwise, there C with SDL or SFML.

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Re: Zarmina
« Reply #39 on: November 07, 2012, 09:48:00 pm »
Ah ok. I was wondering due to the wording of your previous post. Also you just double-posted lol. :P

Offline TIfanx1999

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Re: Zarmina
« Reply #40 on: November 08, 2012, 12:17:32 am »
Removed the double post. :) Are graphics going to be 2d sprites still?

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Re: Zarmina
« Reply #41 on: November 08, 2012, 11:46:24 am »
Removed the double post. :) Are graphics going to be 2d sprites still?
Most likely, yes. Pretty much retro in style. Also thinking of this, C would be better if I want to maximize the chance it could run on low specs.

Remember the day the walrus started to fly...

I finally cleared my sig after 4 years you're happy now?
THEGAME
This signature is ridiculously large you've been warned.

The cute mare that used to be in my avatar is Yuki Kagayaki, you can follow her on Facebook and Tumblr.

Offline pimathbrainiac

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Re: Zarmina
« Reply #42 on: March 06, 2013, 12:52:04 pm »
Use C and make it cross platform!

I hope this is not dead... It looks interesting!

Also: release on Steam, definitely!
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Re: Zarmina
« Reply #43 on: March 06, 2013, 01:48:08 pm »
A Steam release would be hard actually, considering the community there isn't too fond of retro games. Look at all the negative comments that Crystal Towers 2 got when the author submitted it for consideration. (People even voted against it)

Maybe Desura?

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Re: Zarmina
« Reply #44 on: March 06, 2013, 02:57:34 pm »
Desura pretty much MUST be cross platform (not really, but it almost always is), though. Unless this is coded in C and not C#/some other windows-only language, it won't be.
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